Most Prevalent Conversion Issues-Growth not always clear or present.-Teleportation almost always rank 23-Elemental/Molecular Conversion (Transform) in MSH based upon mass, not volume-Weather Control often scaled down

STR 0, STA 3, AGL 3, DEX 3, FGT 0, INT 2, AWE 12, PRE 0Powers:Spells: Variable 18 for casting spells (see spell list below) subject to limitations of marvel magic, Free Action • 162 pointsAdvantages: Benefit 1 (Well-off), Fascinate, Improved Critical (Unarmed), Improved Trip, Second Chance (Mental Control), TranceSkills: Expertise: Magic 10 (+12)Offenses:Initiative +3Spells, Varies, VariesUnarmed +0, Close, Damage 0Defenses: Dodge 3, Parry 0, Will 12, Fort 3, Toughness 3Power Points: Abilities 46 + Powers 162 + Advantages 6 + Skills 5 = 219Complication:Spell Disruption: If a magic wielder is affected by a readied action, the GM may allow his or her spell is disrupted as if it had been countered.Gestures: A character must be able to move his/her hands to cast universal spells or dimensional spells.Chants: A character must be able to speak clearly to cast dimensional spells.Dimensional Entreaties: Neutral or hostile beings may take notice of a character when they call upon them to cast dimensional spells. The entreated being makes a DC 40 check, adding the character's PL and spell rank. Hostile beings also get a +2 circumstance bonus. A 20 is not an automatic success. If the being takes notice it may attack the caster, send the caster on a mission, restrict further use of the spell, or just keep the character in mind for future reckoning (GM’s discretion based on intent of the spell).Source(s): MU1